I have the following suggestion:
Can we have different mod-settings files per modpack? Now that the file is saved with the mods in the mod folder, it is possible to have multiple mod folders and start Factorio using --mod-directory PATH. The problem at the moment is that when you play a different modpacks that mod-settings get reset.

Here's another idea for you, Zip sharing modpacks that you have made. I help manage several modded servers with varying mods in each. It would be simpler to be able to just share from ModMyFactory a zip file with all the needed mods and post them in discord or a file-sharing site for others to download

Edit: it can share modpacks to some extent, I did not see that, but putting a export as zip option would be nice

Allowed to update Factorio even when the target update was already present through Steam.

Added Chinese translation.

Improved layout of mod update window.

So I have been sitting on this stuff for quite some time now. Originally I wanted to also include a new menu option but as I am kind of burnt out again this will have to wait for 1.5.12 and another time.
Also, regarding Maldor96, there is a big rework planned for 1.6 regarding how modpack sharing works but this will still take some time to happen.

Whenever i try to select a mod version and download it, i get a network error. It says I have no internet connection. I believe this is duw to some changes within the modportal. Could you try to fix this ?

The mod download problem has been resolved. The mod API changed quite significantly so there is still more work to do (descriptions and links are currently not available) but mods can be downloaded and updated again.

There are issues with downloading and updating Factorio itself as well so I'd like to take care of that as well before I release 1.5.12. Expect the first hotfix to come out soon(tm).

Since the factorio guys updated the mod portal, i get this now when MyModFactory tries to download updates to mods:

System.InvalidOperationException: The server sent an invalid mod file.
at ModMyFactory.Web.ModWebsite.<DownloadReleaseAsync>d__7.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at ModMyFactory.ViewModels.OnlineModsViewModel.<DownloadSelectedModRelease>d__87.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at ModMyFactory.ViewModels.OnlineModsViewModel.<DownloadSelectedModRelease>d__87.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at ModMyFactory.ViewModels.OnlineModsViewModel.<<-ctor>b__85_0>d.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)

The attached modpack is outdated, trying to update it causes crash with any of the mods. Did the test in a clean installation as well, the crash still happens.
The crash report is also in the attachment, its the same as the other guys' crash logs.